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Monthly Archives: November 2015

We are proceeding into the seventh week of development and things are looking great!

At this point we are leaving the tutorial stage/obstacle course for some time. Of course we’ll keep iterating on the movement mechanics. However, right now we’re busy working on the new arena mode that we mentioned last week! AI, spellcasting and graphics have been the focus for this week, and will probably stay so for the coming weeks. New textures and props are being created for the arena.

The enemies emerge from the entrances of the arena and head directly towards you for the fight. The enemies behaviour work as follow; as soon as they spot you they will chase you and attack you, if you disappear from their line of sight, they will gather in the center of the arena and attempt to spot you.

We are halfway done with the second enemy, the mesh, rig,skinning and AI are done, now we need to create the texture and animations and we are good to go! But as we have learned, animating takes a lot of time, that means that we may not be able to implement the final animation set for the upcoming version.

Which color theme do you like?

As for now we have three regular spells and one spell combination ready, remember that the ideal way to control the player is with a “Gamepad”. The Keyboard mapping is a lot harder than we expected, but we will try to make it as fluent as possible.

Regarding in-game sound, we have been using placeholder sound for the magic attacks due to us not having access to these assets yet, we may use some older ones for this as soon as we are able to access them from the GGC (Gotland Game Conference) project.

But we have some good news, we are in contact with a sound and music producer and he has made us some samples, the work he has done so far is very promising.So stay tuned by subscribing for newsletters in our website, and the next version will be available for download this weekend!Don’t forget to leave us feedback so that we can make the game as great as possible!

A lot of discussions have been held in the group regarding a lot of topics in our current course, as we are proceeding with creating this game we have to calculate the best way to reach our audience. Our numbers tell us that we need to work harder on raising the amount of downloads and feedback submissions, in order to tackle this issue we are planning on modifying our approach in a few ways.

One in particular is that we decided that we decided to do was to have bigger releases so that you as a player will have more noticable changes to try out in each new version, because of this we will go on to release a build every two weeks from now on.

So for this week we won’t release a build, but next week you will be able to experience several new features.

What you should be expecting in the next version is a lot of fighting!

We are currently working on an arena mode where you have to fight oncoming waves of Djinns! In your arsenal you will have your magic, you have three different elements at your disposal and you should be able to combine them. This will be the first version of the combination mechanic and it will be iterated as we proceed with the game.

The level is still under construction, but of course we still have a sneak peek of the arena for you:

At the end of next week we are iterating a lot of things and polishing some of the animations and adding new ones, we do some playtesting ourselves of course to see what we are missing or find eventual bugs.

This happens when animation blending goes wrong…….. Yeah….

We have some basic enemy AI (Artificial Intelligence) implemented right now, which looks promising but we still have some more things to add to it. Right now we only have one enemy but we are working with a second enemy which is still in the designing stage.

In the meantime, please feel free to download the previous version and give us your feedback on it.

We have currently been working with a lot of animations and tweaking them, two different for casting and and respektive blended animations. Now you will be able to run and gun at the same time.

And of course you will have something to shoot at, some jugs have been placed in specific places at the obstacle course and an enemy is hiding somewhere in the level. You don’t have anything to aim with but the character will shoot in the direction he’s facing.

A second spell has been added for you to try out, the fireball is short ranged and the laser beam is long range (the name may change later on)

Some particle effects have been adjusted, and one for the light beam has been added, they are still under construction but feel free to add your comment on that.

The level have some extra floors added, let’s see if you like the challenge. And this time you will need to make use of the dashing ability. fo sho! Oh and there is also some tutorialinformation if you feel unsure on how to play.

There are a lot of adjustments that will be done with the level environment, let’s say that we will add some color to it. An arena mode for fighting should be available soon as well as enemies to fight! Yeah and you will have some new spells to fend them off with.

We have difficulties regarding cloth physics, when we add apex to unreal the mesh disappears, we tried different ways but none of them worked so we decided that we have to put it on ice. And yes.. we will make the mustache move soon enough.

We still have much to do, but we are getting there. We rely a lot on your feedback so be sure to give it to us!

Until then, play the game and tell us what you feel 😀

Now go and have fun!

Change log

-Fireball

-Plater can now cast a fireball spell

-(Added casting animation)

-Added Fireball effect

-Laser beam

-Player can now cast a laserbeam spell

-Animation

-Laser beam effect (mechanicaly the same as fireball)

-Dash

-New Animation

-Modified speed to reduce the hard break at the end

-Ghoul

-Enemy type added to the game

-Will attempt to attack the player on sight

-Will kill the player in five hits

-Returns to its start when losing track of the player

-Can be killed by hitting it with magic

-Player Animations

-Added animation for dying

-Added animation for taking damage

-Level

-Updated level a lot

-Added tutorial elements

-Added destructable vases to the map. They can be smashed using spells.

We made a lot of new adjustments and added animations as listed above, we wanted to push out as much feature as we could so that we could continue with more of the planned features. In this version we added some magic, the fireball is a short ranged attack and is supposed to work as blasting damage. Mid range and long range are in our plan too, and some more of the magic fighting stand in line!

A new dash has been added, and looks better now than before, and we also added some particle effects for the “braking” part of the animation!

So jump in and feel free to blast away some spheres, cones… or some of the “toxic” targets. Stay tuned for next week’s upcoming iterations!